Recently, with Version 2.1.2 of the Unofficial Skyrim Patch, SkyProc and certain older versions of Mod Organizer have started malfunctioning when attempting to read the USKP.

The root cause is a mismatch in the integer size for indices for things like the ONAM record in a Master module's header. The game itself, the CK, and a variety of other mod utilities read it as a 32-bit integer, but SkyProc and the old versions of MO are set to use a 16-bit integer.

With the release of USKP 2.1.2, the ONAM subrecord count in its ESMified header is now at an unprecedented 18102, which is apparently too large to fit in the 16-bit integer; with 2^14 (or 16384) available values x 4 (2^2) for each record overwritten, the index size has less than the space needed for 18102 ONAM subrecords. This results in the malfunctioning behavior now seen with SkyProc patchers and older versions of MO. 2.1.1 did not have such problems, as it had only 14837 (which was still huge, but under 16384).

This is not the USKP's fault. Its ONAM record is now unprecedentedly huge, but still within the limits of (most importantly) the Skyrim engine itself, and a myriad of other mod utilities. The SkyProc development team are hard at work solving this problem, and Mod Organizer had already released versions with the proper 32-bit integer recognized.

Ogerboss is heading up the effort to fix the SkyProc problem, and if you have Requiem, you can participate in the fix testing by following this link: https://requiem.atlassian.net/wiki/display/RD/2015/06/28/Requiem+1.9+and+the+latest+USKP+patch

There is a temporary workaround to restore SkyProc functionality with USKP 2.1.2, first drafted by by Axonis and clarified by Quertyspace:

1. Install TES5Edit.2. Install the new Unofficial Skyrim Patch 2.1.2.3. Start TES5Edit4. Right click on the little window and click "select none"5. Click on the box next to "Unofficial Skyrim Patch" a tick should appear6. Click "OK"7. Wait until the message log states "Background Loader: finished".8. Click on the little plus next to "Unofficial Skyrim Patch"9. Find "Cell" listed under "Unofficial Skyrim Patch"10. Right click on "Cell" and click "Remove"11. Click "Yes" or "I agree" (or whatever it says) on both of the warnings.12. Close TES5Edit and click OK to save the modified Unofficial Skyrim Patch.esp.13. Run your Skyproc-based patcher.14. IMPORTANT: As a final step, you MUST reinstall the original Unofficial Skyrim Patch 2.1.2. As Arthmoor said: "for the love of Talos, don't forget to put back the proper version once you're done! BAD THINGS™ happen otherwise."

Once the SkyProc team gets an official fix out, all the various modders who made patcher apps with it will need to recompile theirs to work properly. If you use such a patcher, do note the urgency of the problem in that mod's comments thread. An official fix is already being tested by Requiem users and should be out soon. Dual Sheath Redux has also recently released an updated SkyProc patcher utility with the pertinent corrections. Mod Organizer users should update to the latest version already available.

And finally, The Unofficial Patch Project team will not be rolling back the official released version to 2.1.1. It is counteractive to the very nature of the Unofficial Patch Project's mission.

Alright, in light of the new sticky comment ability, let's trial reopening the thread.

PLEASE READ THIS STUFF!

First, some misinformation needs to be cleared up:

1. The patch is not the cause of your game crashing. Before each full public release, the patch enters a beta stage where several knowledgeable people put it through its paces. On only one occasion has there been any hint of a possible CTD, and that turned out to be due to another mod's influence.

If you're getting CTDs, you need to look elsewhere for the cause. Either you have outdated mods which need to be fixed, you haven't updated your game, or your save has reached a point of no return. Removing the patch because you think it caused the problem will only result in further damaging your save (see #3).

2. When we report an issue as being fixed, it's been fixed. Continuing to report the same issues as still being broken indicates either a failed update on the user's part or another mod that is overriding the fix.

3. There is no such thing as a clean save. It does not matter who tells you there is, it doesn't exist in Skyrim. You cannot remove any mod, not even the patch, without there being some data that's been permanently changed. Doing this repeatedly WILL damage your save and WILL eventually lead to it becoming corrupt and unusable. Bethesda's own developers have confirmed the only way to properly remove a mod is to load a save made BEFORE that mod was introduced into the game. If you started a new game with 10 mods installed, you're going to be stuck with those 10 forever.

This is not something the patch broke. It's just the way Skyrim works. The old days of installing and removing mods at will and without consequences that people are used to from Fallout and Oblivion are gone.

4. The releases made here are not "beta quality". They aren't betas at all. They have been tested. They are known to work. While it is definitely true that bugs can be introduced, these are relatively easy to spot and they get fixed with the next update cycle. Not everything will be caught though. We're all human.

5. Scripts that log messages are not the cause of whatever is crashing the game. There's no guarantee that a script is even what the problem is. Reports of "this script crashed my game because Papyrus said so" will be ignored from now on.

6. Rude, abusive, trollish, or just plain untrue posts where it's obvious the poster is LYING will result in an immediate download block. Pick your words carefully people. We don't have to put up with you, and from now on, we simply won't. Trolls will also be forwarded to the moderators for appropriate action as needed.

Check for: dragonactorscript.pex and/or mqkilldragonscript.pex. Remove them if present. They are from dragon mods that came as loose files.

DSAMG - Dragon Soul Absorb More Glorious, and Diversified Dragons are known to cause this. Those mods need to be updated with a Dragonborn patch that incorporates the fixes from the UDBP.

Skyrim Unbound (http://steamcommunity.com/sharedfiles/filedetails/?id=16937212 will cause this as well due to the script being unaware of the changes for Dragonborn.

Others may be a factor as well.

Note too that the offending mod may have the script packaged inside a BSA. That will need to be handled by that mod's author.

If you are using Mod Organizer and are here to report issues with dragon souls, sorry, but you're on your own as we do not support issues caused by incorrectly letting that program modify the BSA load order system the game has. Your post is likely to just be ignored. We don't have time to keep fending off false bug reports caused by people who insist on unpacking their BSA files using the program and thus subverting the entire system the game relies on for proper behavior.

I've seen something called the Skyrim Misc Patches Collection (aka USKP_Addon)? What is this? Do I need it? Is it safe?

The mod known as the Skyrim Misc Patches Collection (aka USKP_Addon) is not an approved extension and does not have the support of the Unofficial Patch Project. It's author has decided to make some deeply subjective design changes to the game and has chosen to market in such a way as to make it seem as though our project approves of its existence. We do not. This mod is not only full of subjective game design changes but also contains poorly implemented replacements for several fixes we've already made that in turn generate conflicts in the game and can even lead to save game corruption.

We have on several occasions attempted to contact the author, who has contributed fixes directly into the patches before and has ALSO provided Italian translations. He refused to address the issue, in fact refused to acknowledge our concerns at all and has continued to operate as though nothing is wrong.

You are strongly advised NOT to use this mod as it will be damaging to your game. We will NOT provide support to anyone who is using it in their games.

I cannot seem to get around this problem. Seems a recent issue.EVERYWHERE it says, load order: Skyrim.esmUSKPDawnguardUDPetcHOWEVER, it seems that USKP is not a ''False ESM'' anymore, for me atleast, SO I CAN'T move it after Update.esm. It goes after the masters. I tried esmifying with Wrye, no dice. Halp, please.

acephalus wrote: I cannot seem to get around this problem. Seems a recent issue.EVERYWHERE it says, load order: Skyrim.esmUSKPDawnguardUDPetcHOWEVER, it seems that USKP is not a ''False ESM'' anymore, for me atleast, SO I CAN'T move it after Update.esm. It goes after the masters. I tried esmifying with Wrye, no dice. Halp, please.

This is somewhat covered in the sticky. If you use MO, it's definitely covered.

acephalus wrote: I cannot seem to get around this problem. Seems a recent issue.EVERYWHERE it says, load order: Skyrim.esmUSKPDawnguardUDPetcHOWEVER, it seems that USKP is not a ''False ESM'' anymore, for me atleast, SO I CAN'T move it after Update.esm. It goes after the masters. I tried esmifying with Wrye, no dice. Halp, please.

, on 1 January 1970 1:00:00, said:

Rusey wrote: This is somewhat covered in the sticky. If you use MO, it's definitely covered.

Hehehee, sorry for not turning my attention to the first post. :DEasily fixed it by updating mod organizer. Im not trying java patchers yet, they always have problems, specially with long load orders.

Can i safely install these patches in mid game? (i'm quite few hours in , way past the main storyline and done few major quest lines)it wont mess anything up?

Or do i have to start New Game if i want these patches to work properly ?

You can install them any time you want and play on no problem .... But note some fixes by Unofficial patches are non-retroactive, meaning if you have got past a point in a quest for example where things broke, the patches will not be able to fix what has already transpired and become a part of your save.And depending upon the quests, you may be better off doing them with the patches applied so that you get to see how the quest should have played.If you have a look at the complete changelog, all fixes which end with [NR] = Non-Retroactive

Can i safely install these patches in mid game? (i'm quite few hours in , way past the main storyline and done few major quest lines)it wont mess anything up?

Or do i have to start New Game if i want these patches to work properly ?

, on 1 January 1970 1:00:00, said:

alt3rn1ty wrote: You can install them any time you want and play on no problem .... But note some fixes by Unofficial patches are non-retroactive, meaning if you have got past a point in a quest for example where things broke, the patches will not be able to fix what has already transpired and become a part of your save.And depending upon the quests, you may be better off doing them with the patches applied so that you get to see how the quest should have played.If you have a look at the complete changelog, all fixes which end with [NR] = Non-Retroactive

k thanksand yeah i know when something already broke its not fixablebut i'm usualy careful in Bethe games i read wikis / save a lot before doing certain quests

emperorsfist wrote: Seeing the pages upon pages of fixes, I wonder just how much is Skyrim now "patched"? Do you have some bug counter? Just looking at the list makes me feel that Skyrim was completely flawed.

Heh, that's why, after 2 happy years on Xbox, I spent money I couldn't really afford to get a PC that could run Skyrim -- I read the USKP changelog. Big mistake.

I have a question concerning the new USLEEP.esp. I'm all for unifying the unofficial patches into a single plug-in but where in the load order will the new plug-in go? I'm assuming it will load after Dragonborn.esm but please correct me if I'm wrong. Thanks.

ff7legend wrote: I have a question concerning the new USLEEP.esp. I'm all for unifying the unofficial patches into a single plug-in but where in the load order will the new plug-in go? I'm assuming it will load after Dragonborn.esm but please correct me if I'm wrong. Thanks.

Capostrophic wrote: I see that you Arthmoor suddenly replaced Dovahkiin primary image with Markarth banner fix demonstration. Is that intended?

Only partly intentional. I did want the Markarth banner image up front but apparently it bumped out the Dovahkiin image in the process. Probably because Dovahkiin is in a different image section. I suppose I'll just reupload him and fix it that way

You might need to Show Hidden Files and Folders, in Control Panel, Switch to Classic view, double click Folder Options, go to the View Tab, the option to show them is there.

wow its works! i never set any options in tes53dit, or maybe i forgot about it hehehe.. Thank you for very detail tutorial , u are very kind person. actually i am not newb on computer but maybe ur tutorial will be useful for someone in nexus. kudos for u all.

You might need to Show Hidden Files and Folders, in Control Panel, Switch to Classic view, double click Folder Options, go to the View Tab, the option to show them is there.

, on 1 January 1970 1:00:00, said:

archel24 wrote: wow its works! i never set any options in tes53dit, or maybe i forgot about it hehehe.. Thank you for very detail tutorial , u are very kind person. actually i am not newb on computer but maybe ur tutorial will be useful for someone in nexus. kudos for u all.

Bug Report: USKP ver 2.1.2The damage of "Scroll of Blizzard" is reduced by the user's magika resistance.Evidence: I stand before the Lord stone, use a scroll of blizzard to attack bandits around the Lord stone without active Lord stone effect; then I load the same save, use a scroll of blizzard to attack bandits around the Lord stone with active Lord stone effect. The difference of damage is obvious.

I've hidden the SMPC. The long version of the reasons can be found on the file page, but the sum is that it has remained stagnant for too long and it's now considered harmful.

, on 1 January 1970 1:00:00, said:

lmstearn wrote: Sorry to see it go, but the override fixes still remain to keep harmony and peace in the world. Hope that things will work out in the long run for you, Axonis.

, on 1 January 1970 1:00:00, said:

TheGreenie wrote: Does this mean it's better to uninstall the SMPC at this point? Or will USKP continue to add compatibility patches (I noticed it got updated along with all the USKP collection yesterday)?

Kinda confused what the end-user result here is, that's all.

My suggestion, as an Administrator of the SMPC project, is that:

If you are starting a new game, you should uninstall the SMPC.

If you don't want to start a new game AND you have upgraded to the latest USKP version AND you had been using the SMPC-override patch, then you should upgrade to the latest SMPC-override patch.

I've hidden the SMPC. The long version of the reasons can be found on the file page, but the sum is that it has remained stagnant for too long and it's now considered harmful.

, on 1 January 1970 1:00:00, said:

lmstearn wrote: Sorry to see it go, but the override fixes still remain to keep harmony and peace in the world. Hope that things will work out in the long run for you, Axonis.

, on 1 January 1970 1:00:00, said:

TheGreenie wrote: Does this mean it's better to uninstall the SMPC at this point? Or will USKP continue to add compatibility patches (I noticed it got updated along with all the USKP collection yesterday)?

Kinda confused what the end-user result here is, that's all.

, on 1 January 1970 1:00:00, said:

axonis wrote: My suggestion, as an Administrator of the SMPC project, is that:

If you are starting a new game, you should uninstall the SMPC.

If you don't want to start a new game AND you have upgraded to the latest USKP version AND you had been using the SMPC-override patch, then you should upgrade to the latest SMPC-override patch.

O.K., thanks, I'm grateful for the clarification.

I guess this means I better be prepared to start new saves when the legendary/merged version of the USKP stuff comes out.